Mercurial > hg > openttd
changeset 17254:7150b98d13a7 draft
(svn r21994) -Fix: Make computations of closest-land/water-distances handle waterish tiles more correctly.
author | frosch <frosch@openttd.org> |
---|---|
date | Sun, 06 Feb 2011 13:57:17 +0000 |
parents | fdb46cbf3f60 |
children | de0ad7ca4b89 |
files | src/map.cpp |
diffstat | 1 files changed, 3 insertions(+), 2 deletions(-) [+] |
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line diff
--- a/src/map.cpp +++ b/src/map.cpp @@ -13,6 +13,7 @@ #include "debug.h" #include "core/alloc_func.hpp" #include "tile_map.h" +#include "water_map.h" #if defined(_MSC_VER) /* Why the hell is that not in all MSVC headers?? */ @@ -339,7 +340,7 @@ */ uint GetClosestWaterDistance(TileIndex tile, bool water) { - if (IsTileType(tile, MP_WATER) == water) return 0; + if (HasTileWaterGround(tile) == water) return 0; uint max_dist = water ? 0x7F : 0x200; @@ -368,7 +369,7 @@ /* MP_VOID tiles are not checked (interval is [min; max) for IsInsideMM())*/ if (IsInsideMM(x, min_xy, max_x) && IsInsideMM(y, min_xy, max_y)) { TileIndex t = TileXY(x, y); - if (IsTileType(t, MP_WATER) == water) return dist; + if (HasTileWaterGround(t) == water) return dist; } x += dx; y += dy;